Amateur Gamedev General ~ /agdg/ + /vm/

Video Games edition

Resources
>>>/agdg/
>>>/vm/

Links
>Wiki: 8agdg.wikidot.com/
>Beginner's guide: >>>/agdg/29080

QUARTERLY DEMO DAY SCHEDULED FOR FEBRUARY 2ND
Polite reminder that the wiki exists, you are encouraged to contribute to it if you can (even if it's just your game page)

Other urls found in this thread:

models-resource.com/3ds/pokemonsunmoon/model/18543/
volafile.org/get/pIIwM8Q7jv2g/GunsMW.tar.gz
stackoverflow.com/questions/3750124/how-to-convert-a-bitmap-font-fon-into-a-truetype-font-ttf
files-conversion.com/font/fon
dropbox.com/s/fm4w8urv645xm3l/SSERIFE.FON?dl=0
soundcloud.com/rottenhuman/salvagedsniper
gamedev.stackexchange.com/questions/137727/glfw-window-freezes-on-title-bar-hold-drag
youtu.be/XEWmdRfG0xU?t=13m43s
youtube.com/watch?v=Y9Qnr2N9joE
stackoverflow.com/questions/388242/the-definitive-c-book-guide-and-list
pastebin.com/XZhynuYU
store.unity.com/download?ref=personal
godotengine.org/article/dev-snapshot-godot-3-0-alpha-2
unity3d.com/legal/terms-of-service/software
streamable.com/0zmpw
lyceum-allotments.github.io/series/
github.com/Zal0/ZGB
archive.is/vMjLF#selection-32533.0-32627.52
docs.unity3d.com/ScriptReference/CharacterController.html
unitylist.com/browse/all?search=character controller
youtube.com/watch?v=uqoX0WSE-SE
youtube.com/watch?v=LmS9vcVNr5A
twitter.com/SFWRedditImages

...

I was offline during the weeks surrounding the big demo day. Were there any especially notable games that I should look at first before I begin digging through the links?

Here is the engine loading in the map that I made, I will have to add a lot of improvements soon.

make a tankette racing game

will you be able to use the cannon as the brakes / more throttle / sidedash?

I was thinking of allowing heavy customization where yeah you could have a cannon which would do that but you could also have a machine gun which reduces handling on other tankettes if fire is sustained or even a flak gun which blocks sight for abit, rocket lunchers which push everything it hits to a degree depending on how close you hit them, flame throwers which leave lingering flames that do worse slow and block for much shorter amount of time then the flak and machine gun.

thinking about it, there's alot to this so long as you get everything right about it

Making a street area. Currently thinking of how to decorate it

Finally. After weeks of thinking up algorithms during work hours and implementing them little by little in my free time, I've came to the point where the state update system is perfect. From here on it's mostly bugfixes and minor optimizations, all of which basically amount to implementing lookup tables. Basic mechanics-wise I was at this point three months ago, but I decided the game has to be a fucking technological masterpiece. In a tower defence game of all things. But hey, now if there's ever a situation where on the same frame the same projectile may hit multiple enemies, or an enemy would die before some of the projectiles would hit it, it will process it in the right order, so the projectiles wouldn't inexplicably phase through their targets to hit something behind them just because it was earlier in the loop. Also mid-frame projectile and enemy spawning with correct timing is nice, I could actually put in a gun that fires rounds faster than the main loop updates and it will process all of it properly.

I haven't yet implemented hitscan superclass, because it's basically a stripped down projectile superclass, and you could achieve the same effect by spawning projectiles with warpdrive velocities (yes that works) even though that's sub-optimal. Beam superclass isn't implemented yet either; it's mostly the same math as projectile but with a few quirks. Beam velocity across individual tracks is guaranteed to be nonlinear, splitting it up to linear segments using hyperbole tangents to compute optimal split segment lengths should do the job though.

I'm thinking about taking a few gun mods for Morrowind and hacking together a module that places guns throughout the world in the hands of npcs and in stores.